Fortress
Smash Master
I feel like, having only been playing since the start of the year, that I'm not allowed to say anything about the spacies, or I'll be exiled.
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His hammer covers the whole screen and he now has a reflector.I'm hoping he gets overbuffed in 3.0 :-s
http://www.youtube.com/watch?v=Kjy6I5M4T9IHis hammer covers the whole screen and he now has a reflector.
The question is: why are they what they are / as good as they are? Why are they so well liked? How can the PMBR make characters like them without overshadowing them or feeling "cheap"?So what that Fox is top tier in Melee? Fox is Fox. Falcon is Falcon.
Don't give me PM characters with obvious moves to exploit, make me want to play the game for hours to find the hidden gems with my char for perhaps some pontential for exploitation, it's all about letting me explore and learn. Not give me give me give me. *****es
This. I don't understand where people get off saying that P:M needs to 'quit being maylay'. I mean, the P:M website says that it's not at all intended to be a 1:1 clone of Melee. To be honest, I don't understand how making characters worse so that people can find things to exploit to maybe give them a chance of playing in their own tiers makes any sense. There were, what, like eight characters who were truly tournament viable in Melee? So, the PM:BR is expected to make the game not like Melee, but be like Melee in that the majority of the cast is complete **** in the hopes that some janky, random-ass **** will redeem them? Yeah, I don't buy into that, and think the sentiment is ridiculous. Nerfing the **** out of the cast isn't going to help any. Yeah, I think some characters feel canned and a little too strong in some aspects (looking at you, Ivy), but I don't understand how giving the entire cast a chance to compete on even ground is a bad thing.PM isn't trying to be Melee at all, much less better.
It's easy to talk about these nebulous concepts but it's very hard to actually come up with concrete suggestions for how the game could be improved. What can be gained from criticising the overall philosophy of the game, without getting down to the actual details that would help move the game forward?P:M shouldn't be trying to recreate that same art with their shortcut "fixes", instead they should give a spare amount of tools for people to put their heart into it and create new,different works of art.
That's going to happen anyway! In any competitive game, no matter how it was "intended to be played", there is always emergent gameplay and a shifting metagame. I know that PM isn't going to have that same sense of wonder and discovery, but how could it? It's designed by competitive gamers instead of wacky programmers who were halfway between wanting to make a fighting game and a party game. PM is to Melee as Skullgirls is to Street Fighter II.Don't give me PM characters with obvious moves to exploit, make me want to play the game for hours to find the hidden gems with my char for perhaps some pontential for exploitation, it's all about letting me explore and learn. Not give me give me give me. *****es
Couldn't agree more.you guys seem to care a lot about what others think of your game who gives a ****? the only thing that actually matters is that you believe in yourself and your own game. the brawl players must have believed in their game and themselves for them to stick with it even when all the melee ppl were switching back and saying "brawl is lame"
I was half-joking about renaming the mod, although 'Project M' doesn't help clarify or define its own image. I'm indifferent. But yea, what you said was pretty much my point.PM isn't trying to be Melee at all, much less better.
Instead of buffing all the characters, they should all be super nerfed.
And if your strategy only revolves around the jank hit boxes, with underdeveloped basics and roots, then I won't have fun playing with you in the long run.
Don't give me PM characters with obvious moves to exploit, make me want to play the game for hours to find the hidden gems with my char for perhaps some pontential for exploitation, it's all about letting me explore and learn. Not give me give me give me. *****es
Curiosityyou guys seem to care a lot about what others think of your game who gives a ****?
So, everybody should be super-nerfed to the same level then, right? How is that different than buffing everybody to the same level? If they are on a level playing field, they're on a level playing field and even then the moves and toolsets would be compared to be better/worse relative to each other.Instead of buffing all the characters, they should all be super nerfed.
Buffing characters with bigger hitboxes, less lag in strong moves, janky hit box and angles, silly recoveries that make one harder to Gimp are a whole bunch of fluff. Creates one dimensional gameplay (can still be considered smart, good, and other shiz)
In some people's eyes yes. But at the same time, what started as a Project to simply be a spiritual successor / tribute to what makes Melee so awesome has sort of become it's own thing. Many people even started with P:M as their first smash, and many people who started competitively with Brawl have taken to P:M as well.P:M should stop trying to be "better than melee", it's not and it won't ever be.
The problem with this statement is that many things in Melee are more or less mirrors of many things designed in P:M (or should that be reverse?). Sure, many characters have some odd new tools that'll take adjustments to get used to, such as say Charizard's Nair. However, as an example: remember when it was discovered that Marth had that weakspot below him that made him not as godlike as first imagined? Things like that have both yet to be discovered, or in reverse things that can make up for said weaknesses such as new ATs and whatnot have been rapidly discovered thanks to the same 12 years of melee.Melee, in the competitive sense, was about creating a piece of art out of something imperfect. P:M shouldn't be trying to recreate that same art with their shortcut "fixes", instead they should give a spare amount of tools for people to put their heart into it and create new,different works of art.
So, your complaint here is that you don't like it when people are excited over what is in the game / new version.... and you get frustrated when you encounter said new things and don't have immediate knowledge of how to work around them?Whenever I play P:M, because someone brought it or something (I don't own it), they keep telling me about all the changes and the buffs, the nerfs, the new moves, details details. All I wanna do is get some sets in, some good play you know? I don't care about details, let's just play. Then they use a char that I don't know, I use I char I know more or less to get my bearings. It takes sometime and concentration to learn and recognize new hit/hurt boxes and ****. And if your strategy only revolves around the jank hit boxes, with underdeveloped basics and roots, then I won't have fun playing with you in the long run.
As a developer myself, I can tell you right now that developer and even creative intent if we want to go that far means jack ****. The moment you give your product to the hands of the public they all skew it, tear it apart and hold it in a different light to fit their personal views. It will ALWAYS happen with any media.I think there's quite a lot to respect when sakurai said that no matter how the game is designed there will always be "crazy maniacs" playing the game. Think about speed runners, Mario 64 wasn't intended to be played that way LOL but because the game had a lot of exploitable potential and overall was a good game with good tunes it became what it is today. the canvas was always there, all you had to do was hand someone the controller and say "paint"
You're telling me even in melee there weren't things that were obvious from the get go? Sure, stuff like Jigg's rest was weird and probably took a while to figure out, but stuff like Ganon's Dair? The moment you hit it for the first time you realize: holy crap this murders people downward!Don't give me PM characters with obvious moves to exploit, make me want to play the game for hours to find the hidden gems with my char for perhaps some pontential for exploitation, it's all about letting me explore and learn. Not give me give me give me. *****es
The Pm:Br is winning its just the hate always sounds louder than the love.Make the game like Melee, Melee players complain that it's not close enough to Melee. Make P:M its own deal, Melee players complain that it's not Melee at all.
Can the PM:BR ever win?
You can find the comment here: http://www.reddit.com/r/smashbros/c...melee_changed_my_life_i_ran/cdgleie?context=3P:M is really fun and I'm a huge supporter of mod communities. I don't know that it can ever take over as the competitive smash outlet, but I think its awesome that we are retaining community members this way, learning new things about the genre and developing some modding/programming skills within the community. I hope Nintendo has taken notice and seen that we really want more than they gave us from Brawl for the next installation. Maybe they will learn a few things from us this thanks to all the hard work the P:M guys have put into their project.
Shouldn't it be P:MBR thoalso, it's PMBR, not PM:BR.
Well, technically it's not trying to be Melee. It's trying to be the next step for Melee.I don't understand any of these posts claiming that P:M "isn't trying to be Melee and never has," especially considering that the loading screen literally calls it Melee 2.0.
I know.... I only did it that way because the post I was quoting did it that way... also does it really matter? :xalso, it's PMBR, not PM:BR.
One might consider this semantics, but...especially considering that the loading screen literally calls it Melee 2.0. I get that the point is to "re-make Brawl as Melee players were hoping," but you can't really say that and then, when someone complains that it's not similar enough to Melee, turn around and say "it's not supposed to be a Melee copy." I mean, of course it's not a Melee copy, but with a name like Project Melee and "Melee 2.0," it's hard not to be picky.
Oh good, a PMBR member. Hey, why is it called Demo 2.6b instead of Beta/Alpha 2.6b? (I believe) A Demo is more of a smaller portion of the full/complete product while a Beta/Alpha is more of a incomplete version of the product.One might consider this semantics, but...
Technically, the game is called "Project M", as the "M" is supposed to allude to Melee, but at the same, it isn't Melee.
There is a Project Melee, but that is a texture mod for Melee itself.
"Melee 2.0" on the gecko os screen is a relic of the distant past and doesn't coincide with what is currently Project M.
The idea of Melee 2.0 might of been there before, but it really isn't now.
Any inconsistencies you find in relation to the "Project M" branding is not intentional, and there is a probably reason for it.
But know this, we are aiming for a spiritual successor that recaptures the essence of Melee, and much more.
their youtube page is called project melee
This includes the YouTube channel.Any inconsistencies you find in relation to the "Project M" branding is not intentional, and there is a probably reason for it.
I actually was on leave at the time of 2.6b's release. So I don't have the answer on hand, as I was absent during the naming portion. You'd have to ask another PMBR member who was here for a definite answer. Sorry!Oh good, a PMBR member. Hey, why is it called Demo 2.6b instead of Beta/Alpha 2.6b? (I believe) A Demo is more of a smaller portion of the full/complete product while a Beta/Alpha is more of a incomplete version of the product.
This is probably just a trivial question, but I just felt like asking it.
Q7's question is even more specific. The 2.6b part isn't important.I actually was on leave at the time of 2.6b's release. So I don't have the answer on hand, as I was absent during the naming portion. You'd have to ask another PMBR member who was here for a definite answer. Sorry!
Win what? Let the lovers love and the haters hate. They have a dedicated community playing their game and it's not even finished yet, I'm pretty ****ing sure they're winning. As much as Melee influenced the project and as dear as Melee is to many of the developers, this just isn't Melee and nobody is denying that.Make the game like Melee, Melee players complain that it's not close enough to Melee. Make P:M its own deal, Melee players complain that it's not Melee at all.
Can the PM:BR ever win?
Project M was taken.their youtube page is called project melee